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Reviews of Warlordish options - Starting with the Noble
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<blockquote data-quote="jodyjohnson" data-source="post: 6849940" data-attributes="member: 5590"><p>The Magnate – Front and Center by eftexar (Carl Haggerty)</p><p><a href="http://www.dmsguild.com/product/171777/the-Magnate--Front-and-Center" target="_blank">http://www.dmsguild.com/product/171777/the-Magnate--Front-and-Center</a></p><p></p><p>This is a 12 page document with a page title and 10 ½ pages of Class abilities. 5 ½ pages to the main features and then 5 pages of Tactics.</p><p></p><p>A couple things to note, although there is a picture on the DMs Guild listing the document has no art. It is also dark text on a dark background. I copy/pasted the entire text to another doc just to read it.</p><p></p><p>On to the class itself. This is a full progression class that describes itself as a “a commander among commanders”. The key abilities noted are Intelligence and Charisma. So much so that the multiclassing requirement is listed as 16 Intelligence and Charisma. Plus it requires Martial weapon proficiency. So no dipping here.</p><p></p><p>The multiple attribute dependence is notable already, then we get to the Armor proficiencies – light and shields. They do receive all weapons and get a d8 Hit Die.</p><p>The saving throw selection is also against the grain, the Magnate gets proficiency in 2 secondary saves (Int and Charisma). For skills they get a selection of any 4. If I hadn’t read the intro text I’d think this was a Factotum for 5th edition.</p><p></p><p>At level 1, the Magnate gets proficiency with Unarmed Strikes. Pre-errata the Simple Weapon proficiency granted this, and post PHB errata everyone is proficient. This is a long document, and if I were feeling lazy I’d quit right here. No primary save, serious MAD, extra skills, and multi-classing prereqs that say, “no multiclassing”.</p><p></p><p>So back to Level 1: Class features – Inspire, Tactician, War Jargon, and Extra Reactions.</p><p></p><p>There is no description of Inspire. …</p><p></p><p>Tactician includes the mentioned Unarmed Strike proficiency and also includes the ability to use Tactics starting with 2 known. There are 31 total with the better ones having level and other tactics prereqs. 9 are available at 1st, 10 more at 6th, 10 more at 12th, and the last 2 at 18th. You have 8 total. Based on the chart you have 3/2/2/1 if you always max your Tactics.</p><p>So of the 9 starter Tactics, 2 – Trip and Disarm anyone can do, the others are more useful. The parry as a Reaction seems pretty useful. Especially since you get 2 Reactions at level 1 and up to 4 at 19th. Also notable is the ability to attack as a Dexterity save and cause a bleeding wound, and if it fails you still get to attack normally (against AC). One of the options grants Temporary Hit Points as an action at range with the limitation of once per rest, and they expire after combat. Another does +1d6 thunder damage with an unarmed strike at-will with damage on a miss. Basically these read like feat chains from 3rd edition and their power level is varied. Take a Tactic at 1st, and then chain it up to 12th. For example, the Bleed attack chains into a bigger bleed plus Poisoned attack. This chains into forcing Death saves at 12th. Or Cleave chains into Great and then Grandmaster’s Cleave.</p><p>The class doesn’t get extra attacks directly but you basically get them on the Reaction side. So at 1st you have 1 extra, with 3 extra at 19th. So any Opportunity Attack strategy or Reaction attack strategy would feed this. Polearm mastery comes to mind (although you are limited to one per creature per round). Within the tactics Great Cleave and Riposte use Reactions as well as the Trip chain.</p><p></p><p>There are a few attack strategies that come to mind as I work through these but they all seem to have some serious flaws. The parry and disarm chains only work against Weapon attacks not creature attacks. The cleave chain is very situational. The unarmed striking chains are limited by not allowing Dexterity to hit and damage – plus limited attacks. The bleeding poisonous death attack chain sounds pretty serious but is too slow to matter for a bunch of extra messing around (the target at 12th is taking 3/round bleed, is poisoned, and needs to make Death saves and dies at 3 failed).</p><p>Plus you speak War Jargon ("Whatcha talkin' 'bout Willis?")) – which lets you talk to your friends without your enemy knowing what you are saying if your allies make a check. Otherwise they don't know what you're talking about either.</p><p></p><p>So anyway, on to level 2. </p><p>Help, Use an Object, and Stabilize as a Bonus action. At 7th the Magnate is so fast she can stabilize everyone within 5 feet as an action. Help as a bonus action is pretty straightforward.</p><p>At 3rd you get your subclasses – the Akashic (the lore master, skill monkey, and mind reader), the Magister – Eldritch Knight (Abjuration and Illusion), and the War Lord/Warmain (d10 Hit Die and flexible feats).</p><p></p><p>ASI progression is pretty normal (4,8,12,16,20). Although the War Lord can get 3 more at 9,14,19 (which can be swapped out on a long rest).</p><p>At 5th The magnate starts getting bonus skill proficiencies up to 4.</p><p>At 6th the Magnate can grant an attack or movement on a per day recharge (increasing at higher levels up to 3).</p><p>Two more major abilities come above 10th, if someone takes an action you get to whack them, and proficiency in Wisdom saves.</p><p></p><p>The Magnate feels like a Factotum (skills and flexibility), combined with a single striking dexterity-based class (or alternately a bad monk), with a few Warlordy abilities sprinkled in. The bonus reactions look like a large benefit but I think in play they’d need to be used for Parry to make up for the lower Armor Class. </p><p></p><p>With regards to the classic board bugaboos:</p><p>1. Ranged inspirational healing from unconscious – not sure, it seems like a 6th level tactic combined with the Healer feat could kit heal at range. Otherwise one Tactic grants ranged Temporary Hit Points that expire.</p><p>2. Background as a class – no. </p><p>3. I’m in charge here – yes and no. The intro implies Commanding but there isn’t much Commanding going on. Mostly the Magnate can do lots of stuff herself. </p><p>4. Healing by spending Hit Dice – no. Temporary Hit Points as a Tactic.</p><p>5. Full action granting – no.</p><p>6. At-will attack granting – no. Up to 3 limit actions granted per day.</p><p></p><p>To review the healing, there is a “Healing chain”. At 1st it's a once per short rest THP granting using an action. But they expire at the end of combat (there’s a lot of imprecision in the text). Best case interpretation, everyone starts with the effect of Inspiring Leadership, worst case, you’d need to use all your actions in an encounter trying to get it out there.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6849940, member: 5590"] The Magnate – Front and Center by eftexar (Carl Haggerty) [url]http://www.dmsguild.com/product/171777/the-Magnate--Front-and-Center[/url] This is a 12 page document with a page title and 10 ½ pages of Class abilities. 5 ½ pages to the main features and then 5 pages of Tactics. A couple things to note, although there is a picture on the DMs Guild listing the document has no art. It is also dark text on a dark background. I copy/pasted the entire text to another doc just to read it. On to the class itself. This is a full progression class that describes itself as a “a commander among commanders”. The key abilities noted are Intelligence and Charisma. So much so that the multiclassing requirement is listed as 16 Intelligence and Charisma. Plus it requires Martial weapon proficiency. So no dipping here. The multiple attribute dependence is notable already, then we get to the Armor proficiencies – light and shields. They do receive all weapons and get a d8 Hit Die. The saving throw selection is also against the grain, the Magnate gets proficiency in 2 secondary saves (Int and Charisma). For skills they get a selection of any 4. If I hadn’t read the intro text I’d think this was a Factotum for 5th edition. At level 1, the Magnate gets proficiency with Unarmed Strikes. Pre-errata the Simple Weapon proficiency granted this, and post PHB errata everyone is proficient. This is a long document, and if I were feeling lazy I’d quit right here. No primary save, serious MAD, extra skills, and multi-classing prereqs that say, “no multiclassing”. So back to Level 1: Class features – Inspire, Tactician, War Jargon, and Extra Reactions. There is no description of Inspire. … Tactician includes the mentioned Unarmed Strike proficiency and also includes the ability to use Tactics starting with 2 known. There are 31 total with the better ones having level and other tactics prereqs. 9 are available at 1st, 10 more at 6th, 10 more at 12th, and the last 2 at 18th. You have 8 total. Based on the chart you have 3/2/2/1 if you always max your Tactics. So of the 9 starter Tactics, 2 – Trip and Disarm anyone can do, the others are more useful. The parry as a Reaction seems pretty useful. Especially since you get 2 Reactions at level 1 and up to 4 at 19th. Also notable is the ability to attack as a Dexterity save and cause a bleeding wound, and if it fails you still get to attack normally (against AC). One of the options grants Temporary Hit Points as an action at range with the limitation of once per rest, and they expire after combat. Another does +1d6 thunder damage with an unarmed strike at-will with damage on a miss. Basically these read like feat chains from 3rd edition and their power level is varied. Take a Tactic at 1st, and then chain it up to 12th. For example, the Bleed attack chains into a bigger bleed plus Poisoned attack. This chains into forcing Death saves at 12th. Or Cleave chains into Great and then Grandmaster’s Cleave. The class doesn’t get extra attacks directly but you basically get them on the Reaction side. So at 1st you have 1 extra, with 3 extra at 19th. So any Opportunity Attack strategy or Reaction attack strategy would feed this. Polearm mastery comes to mind (although you are limited to one per creature per round). Within the tactics Great Cleave and Riposte use Reactions as well as the Trip chain. There are a few attack strategies that come to mind as I work through these but they all seem to have some serious flaws. The parry and disarm chains only work against Weapon attacks not creature attacks. The cleave chain is very situational. The unarmed striking chains are limited by not allowing Dexterity to hit and damage – plus limited attacks. The bleeding poisonous death attack chain sounds pretty serious but is too slow to matter for a bunch of extra messing around (the target at 12th is taking 3/round bleed, is poisoned, and needs to make Death saves and dies at 3 failed). Plus you speak War Jargon ("Whatcha talkin' 'bout Willis?")) – which lets you talk to your friends without your enemy knowing what you are saying if your allies make a check. Otherwise they don't know what you're talking about either. So anyway, on to level 2. Help, Use an Object, and Stabilize as a Bonus action. At 7th the Magnate is so fast she can stabilize everyone within 5 feet as an action. Help as a bonus action is pretty straightforward. At 3rd you get your subclasses – the Akashic (the lore master, skill monkey, and mind reader), the Magister – Eldritch Knight (Abjuration and Illusion), and the War Lord/Warmain (d10 Hit Die and flexible feats). ASI progression is pretty normal (4,8,12,16,20). Although the War Lord can get 3 more at 9,14,19 (which can be swapped out on a long rest). At 5th The magnate starts getting bonus skill proficiencies up to 4. At 6th the Magnate can grant an attack or movement on a per day recharge (increasing at higher levels up to 3). Two more major abilities come above 10th, if someone takes an action you get to whack them, and proficiency in Wisdom saves. The Magnate feels like a Factotum (skills and flexibility), combined with a single striking dexterity-based class (or alternately a bad monk), with a few Warlordy abilities sprinkled in. The bonus reactions look like a large benefit but I think in play they’d need to be used for Parry to make up for the lower Armor Class. With regards to the classic board bugaboos: 1. Ranged inspirational healing from unconscious – not sure, it seems like a 6th level tactic combined with the Healer feat could kit heal at range. Otherwise one Tactic grants ranged Temporary Hit Points that expire. 2. Background as a class – no. 3. I’m in charge here – yes and no. The intro implies Commanding but there isn’t much Commanding going on. Mostly the Magnate can do lots of stuff herself. 4. Healing by spending Hit Dice – no. Temporary Hit Points as a Tactic. 5. Full action granting – no. 6. At-will attack granting – no. Up to 3 limit actions granted per day. To review the healing, there is a “Healing chain”. At 1st it's a once per short rest THP granting using an action. But they expire at the end of combat (there’s a lot of imprecision in the text). Best case interpretation, everyone starts with the effect of Inspiring Leadership, worst case, you’d need to use all your actions in an encounter trying to get it out there. [/QUOTE]
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